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1.
Memory and learning are essential functions in human beings as they allow us to acquire and store in the brain representations of thoughts, experiences, and behaviors, which are required for problem-solving in our daily life and mainly for survival. Episodic memory is a type of memory that provides the ability to re-experience events in one’s life, and it is associated with their conscious recollection. Since episodic memory can represent our experiences about the environment, similar to a mental journey, it is desired in systems that attempt to create human-like behavior. Currently, the main problem is that state of the art proposals do not consider neuroscientific evidence like memory dynamics for forgetting or bottom-up inputs, and most of them do not consider episodic memory as a different memory but as part of general declarative memory. We consider these omissions to limit the generation of human-like behavior. In this work, we propose a bio-inspired cognitive architecture of episodic memory. Neuroscientific evidence provides us with the brain structures associated with this type of memory, the connections, and the operations these areas perform. We hypothesize that virtual entities endowed with our episodic memory cognitive architecture will plan and make decisions in a more human-like fashion. To test the capabilities of the proposal, we endowed a virtual creature with a distributed and concurrent implementation of our architecture, and it was given two tasks. The first task validated the functions of the memory independently, and in the second task, the creature used episodic memory to solve a planning problem. From the results of these experiments, we validate our proposal and show that it is possible to create a system that behaves as the human brain does.  相似文献   

2.
This study employed an immersed virtual environment (IVE) in the Nijmegen RIVERlab to study spider fearfuls’ attentional and motor reactions to virtual spiders. The participants were exposed to virtual spiders while completing an unrelated task, walking freely through a virtual museum. Compared to non-fearful controls, spider fearfuls showed an increase in state anxiety, they spent more time looking at spiders, and they exhibited spontaneous behavioural avoidance of spiders and visually similar objects. The results extend, and to some degree contradict, those of earlier studies with static pictures, and they speak to the usefulness of state-of-the-art IVEs in fundamental anxiety research.  相似文献   

3.
Learning, and even more so by imitation, is an essential Cognitive Functions because it is carried out throughout life and allows us to adapt our behaviors from other beings through observation. In this work, we propose a model, and implementation of the cognitive function of imitation motor learning (IML), based on psychological and neuroscientific evidence. According to the evidence, learning by imitation includes imitation of action and imitation of action over an object sub-processes. The imitation of action consists of the movement of the limbs. The imitation of action over an object consists of the interaction with an object within the environment. We achieve an implementation of the proposed model for IML and endow a virtual entity with it. In order to validate the proposal, we use a case study to analyze the sub-processes performance. From results, we conclude that both imitation of action and imitation of action over an object sub-processes play an essential role in getting the agent to interact with stimuli within the environment.  相似文献   

4.
《Cognition》2014,130(3):360-379
Inferring the mental states of other agents, including their goals and intentions, is a central problem in cognition. A critical aspect of this problem is that one cannot observe mental states directly, but must infer them from observable actions. To study the computational mechanisms underlying this inference, we created a two-dimensional virtual environment populated by autonomous agents with independent cognitive architectures. These agents navigate the environment, collecting “food” and interacting with one another. The agents’ behavior is modulated by a small number of distinct goal states: attacking, exploring, fleeing, and gathering food. We studied subjects’ ability to detect and classify the agents’ continually changing goal states on the basis of their motions and interactions. Although the programmed ground truth goal state is not directly observable, subjects’ responses showed both high validity (correlation with this ground truth) and high reliability (correlation with one another). We present a Bayesian model of the inference of goal states, and find that it accounts for subjects’ responses better than alternative models. Although the model is fit to the actual programmed states of the agents, and not to subjects’ responses, its output actually conforms better to subjects’ responses than to the ground truth goal state of the agents.  相似文献   

5.
The purpose of the present study was to examine the influences of gender differences and masculinity–femininity on taste thresholds and food preferences. The participants were 108 Japanese undergraduate students (44 men and 64 women); their mean age was 19.6 years (SD = 1.3). Their detection and recognition thresholds for caffeine and sucrose were measured. Multiple regression analyses showed that women tended to have a lower detection threshold for caffeine than men did. The recognition threshold for caffeine was positively associated with scores for masculinity. For men, masculinity may be associated with smoking and drinking behavior, thereby resulting in a lower sensitivity for bitterness. Masculinity and femininity related to food preferences are also discussed.  相似文献   

6.
The behavior of the human is continually changed as a consequence of various drives which human is predisposed also of your survival instinct. Among the basic drives of the human, there are the physiological needs and is precisely the hunger that motivates the food intake to get the energy that the body requires via food. The regulation of hunger allows to stop the food intake by means of the homeostatic and hedonic control which are influenced by the food properties. The process that consists of ending the food intake is known as short-term satiety and is important because it limits the amount of food intake; Otherwise, an over-consumed affect the organism functioning negatively. In this paper, we propose a conceptual model for the generation of short-term satiety behaviors based on neuroscientific evidence for virtual creatures. The conceptual model proposed is implemented in a distributed system-a virtual creature endowed with this implementation is placed in a virtual environment to analyze its behavior. The analysis shows how the virtual creature modifies its hunger level (behavior) based on food’s properties. The results show the execution of the process when the creature interacts with the environment.  相似文献   

7.
There is evidence that knowledge about space will reflect the details of how that space is experienced and how people interact with it. In two experiments we demonstrate that memory for items is spatially structured after their locations were learnt in a desktop virtual environment (DVE). The structure was measured using interitem priming of recognition. By comparison in Experiment 2, after the same layout had been learnt using a map display, there was no evidence of spatial structuring in memory. It is concluded that the limited view of space afforded by navigation through an environment, as contrasted with the overview afforded by a map, explains the observed differences in the spatial structuring of interitem associations. Navigation through an environment leads to spatial structuring in memory whereas using a map does not.  相似文献   

8.
We used kanji characters (Chinese ideographic characters) and hiragana characters (Japanese phonographic characters) in the transfer‐appropriate processing paradigm to examine whether or not people without brain damage conduct perceptual segmentation while generating a visual mental image. Ninety‐six participants were divided into three study conditions: (a) seeing hiragana characters and generating a mental image of the corresponding kanji characters; (b) seeing the kanji characters; and (c) seeing the hiragana characters without generating the image of the kanji characters. Generating an image of a kanji character did not transfer at test to the decision as to whether the visually presented kanji character was vertically segmented or not, whereas it did transfer to a semantic decision as to whether the kanji character had a concrete or abstract meaning. Seeing a kanji character transferred to both decisions. Seeing hiragana characters without generating an image of the kanji characters transferred to neither decision. These results suggest that perceptual segmentation is not routinely conducted by normals in the process of image generation.  相似文献   

9.
Sluzki CE 《Family process》2007,46(2):173-184
After reviewing Engel's bio-psycho-social proposal and Kandel's "principles for an integration between mind and brain," the author introduces a set of akin propositions that aim at integrating neurosciences, genetics, the mind, and the social world into a succinct set of systemic formulations focusing on interlevel interfaces, with profound implications for the training, practice, and research in the field of family processes and therapy.  相似文献   

10.
The borderline hypertensive rat (BHR) responds to environmental and dietary stressors with elevated blood pressure. The first two months of a high salt diet appear to be the time of greatest sensitivity to salt effects on the blood pressure of BHR. The current study was conducted to examine whether exposure to salt diets varying in duration for up to two months differentially affects baseline blood pressures (systolic, SBP, and diastolic, DBP) and blood pressure responses to novel acoustic stimuli in BHR and normotensive Wistar-Kyoto (WKY) rats. Male BHR and WKY were fed a control (1%) salt diet or a high (8%) salt diet for 1, 1.5, 2.5, or 8.5 weeks. SBP and DBP responses to an acoustic stimulus (85 dB, 3 kHz) were measured upon completion of the diets at 12 weeks of age. Ten acoustic trials (one stimulus/minute) were presented and blood pressure responses were recorded in 2-second blocks spanning the 10 seconds prior to and following stimulus presentation. BHR had higher resting SBP and DBP than WKY, and 8.5 weeks of 8 percent salt increased SBP markedly in BHR. SBP and DBP labilities in the initial trial were greater in BHR than WKY with high salt diet durations of 2.5 and 8.5 weeks producing greater lability in later trials. Few differences were noted in pressor responses, but BHR had more dramatic depressor responses than WKY in early trials, and BHR pressures had a more dramatic return to baseline. It appears that genetic history and salt diet can affect blood pressure lability and recovery in response to novel stimuli in genetically susceptible animals.  相似文献   

11.
The rubber hand illusion shows that people can perceive artificial effectors as part of their own body under suitable conditions, and the virtual hand illusion shows the same for virtual effectors. In this study, we compared a virtual version of the rubber-hand setup with a virtual-hand setup, and manipulated the synchrony between stimulation or movement of a virtual “effector” and stimulation or movement of people’s own hand, the similarity between virtual effector and people’s own hand, and the degree of agency (the degree to which the virtual effector could be controlled by people’s own movements). Synchrony-induced ownership illusion was strongly affected by agency but not similarity, which is inconsistent with top-down modulation approaches but consistent with bottom-up approaches to ownership. However, both agency and similarity induce a general bias towards perceiving an object as part of one’s body, suggesting that ownership judgments integrate various sources of information.  相似文献   

12.
ObjectivesThe aim of the study was to test the performance, motivational, and affective impact of aerobic exercise within an immersive virtual reality environment experienced alone or with another individual.DesignSixty female participants aged 18–30 years were assigned to one of three conditions: no virtual reality (NVR), individual virtual reality (IVR), or companion virtual reality (CVR).MethodParticipants completed 9 min of self-paced rowing on an ergometer without any visual input or performance feedback (NVR), individually within a virtual reality environment (IVR), or within a virtual reality environment that included a companion depicted as an avatar (CVR).ResultsThe two virtual reality groups rowed a further distance and at a higher power output than the NVR group. Furthermore, the CVR group outperformed the IVR group in distance and had a higher heart rate. Participants in the virtual reality groups did not perceive themselves to be exerting more physical effort and rated the task as more enjoyable than participants in the NVR group.ConclusionsVirtual reality improves performance and the affective response to aerobic exercise, and performance effects are further enhanced by the presence of others in the virtual environment.  相似文献   

13.
Three computer based experiments, testing human participants in a non-immersive virtual watermaze task, used a blocking design to assess whether two sets of geometric cues would compete in a manner described by associative models of learning. In stage 1, participants were required to discriminate between visually distinct platforms. In stage 2, additional spatial information was provided by the shape or the color of the walls of the pool. In a test trial, the platforms were removed and the spatial knowledge acquired regarding the position of the platform was assessed. Experimental groups were compared against control groups which did not receive stage 1 training. The unique color of the correct platform, in Experiments 1 and 3, disrupted learning about the colored walls but not the geometry of the pool. In Experiment 2, the correct platform was identifiable from its position within the three platform array. Learning the relative position of the correct platform within the array disrupted learning about its position relative to the geometry of the pool, but not to the colored walls. The results suggest that learning the position of a goal in relation to the geometry of the environment can be blocked but only by an alternative geometric cue.  相似文献   

14.
As the virtual gaze of another becomes an increasingly prevalent feature in children's lives, this paper aims to explore some of the emotional complexities of the emerging physical/virtual landscape of children's experience. Based on an analysis of the emotion of shame, the paper explores the new challenges that children face both now and in the future in their virtual encounters and relations with others. It is argued that virtual spaces bring new dimensions to emotional experience, at times making it more difficult to realise the productive potential of shame. This is because the gaze or imagined gaze of another, as invoked through the experience of shame, occurs in conditions of uncertainty, has no boundaries and may arise at any time in the future. These insights are significant if we are to support children in building a capacity to restore the self and be resilient in these new spaces of social encounter.  相似文献   

15.
In a series of three experiments, we probed the accessibility of action knowledge in different versions of a virtual environment (VE) with 7-year-old children and adults. Using a PHANToMTM haptic interface, participants performed a virtual throwing task in which they tried to propel a ball from a table to hit a target on the ground. In Experiments 1 and 2, the virtual scene was presented on a computer monitor, and, in Experiment 3, it was projected by using a video projector so that the vertical and horizontal dimensions and the spatial location of the VE corresponded to the real-world dimensions. Results indicate that action knowledge is accessible even in a nonimmersive VE, but also suggest that the need to recalibrate perceptual-motor mappings constrains the accessibility of this kind of intuitive knowledge.  相似文献   

16.
In this study the effects of virtual reality exposure therapy (VRET) were investigated in patients with acrophobia. Feelings of presence in VRET were systematically varied by using either a head-mounted display (HMD) (low presence) or a computer automatic virtual environment (CAVE) (high presence). VRET in general was found to be more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Results were maintained at 6 months follow-up. Results of VRET were comparable with those of exposure in vivo (Cyberpsychology and Behavior 4 (2001) 335). In treatment completers no relationship was found between presence and anxiety. Early drop-outs experienced less acrophobic complaints and psychopathology in general at pre-test. They also experienced less presence and anxiety in the virtual environment used in session one as compared to patients that completed VRET.  相似文献   

17.
Neurophysiological data indicate that the reachable peripersonal space and the unreachable extrapersonal space are represented in segregated parietofrontal circuits and that when the unreachable space becomes reachable because of tool use, it is automatically coded by the network selective for peripersonal space. Here we directly tested the role of action's consequences in space coding. Thirty-eight participants bisected lines at either a reachable distance (60 cm) or unreachable distance (120 cm) using either a laser pointer or laser cutter. The laser cutter but not the laser pointer had an action consequence; the line broke into two pieces. The results showed that distance moderated the effect of action. At an unreachable distance, the mean bisection point was closer to the centre when participants used the laser cutter compared to when they used the laser pointer. There were no differences at a reachable distance (60 cm). This result suggests that the space in which the individual may determine a physical consequence is categorized as peripersonal space, independently from its actual distance from the individual's body.  相似文献   

18.
This article reviews research into the use of virtual reality in the study, assessment, and treatment of body image disturbances in eating disorders and nonclinical samples. During the last decade, virtual reality has emerged as a technology that is especially suitable not only for the assessment of body image disturbances but also for its treatment. Indeed, several virtual environment-based software systems have been developed for this purpose. Furthermore, virtual reality seems to be a good alternative to guided imagery and in vivo exposure, and is therefore very useful for studies that require exposure to life-like situations but which are difficult to conduct in the real world. Nevertheless, review highlights the lack of published controlled studies and the presence of methodological drawbacks that should be considered in future studies. This article also discusses the implications of the results obtained and proposes directions for future research.  相似文献   

19.
The role of affective responses to effort in the regulation of physical activity behavior is widely accepted. Yet, to investigate these affective responses during physical activity, most studies used direct self-reported measures that are prone to biases (e.g., social desirability, ability to introspect). To reduce these biases, we used an indirect measure (i.e., an affect misattribution procedure) that assessed the implicit affective valence elicited by physical effort in 42 healthy young adults. Specifically, participants rated the pleasantness of neutral human faces presented in a virtual environment while cycling at different intensities. We used this rating as an indicator of implicit affective valence. Results showed that higher perceived effort was associated with lower pleasantness ratings of neutral faces, with this effect only emerging at moderate-to-high levels of perceived effort. Further analyses showed that higher actual effort was also associated with lower pleasantness ratings of neutral faces. Overall, these findings suggest that higher levels of perceived effort are associated with decreased affective valence during physical activity. Finally, this study presents a new indirect measure of affective valence during physical activity.  相似文献   

20.
A simple synchronizer clock circuit is described that aids in the rejection of 60-Hz noise from evoked potential measurements.  相似文献   

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